Starting with the basics of game creation and the artistic skills necessary to get started, this book provides the inside track on how to forge a career in the world of video game art. Included are detailed breakdowns of the training and portfolio samples you'll need to make these jobs your own. It features interviews with video game art professionals who've worked for top gaming companies. In How to Become a Video Game Artist, veteran video game designer Sam R. Kennedy provides the inside track on everything you need to forge a career in the world of video game art. Starting with the basics of game creation and a look at the artistic skills necessary to get started, Kennedy spotlights specific, key roles for creators - from concept artists to character animators to marketing artists and beyond. Each chapter features screenshots from popular video games like Tom Clancy's Ghost Recon and World of Warcraft; interviews with video game art professionals who've worked for top gaming companies like BioWare, Blizzard, and Ubisoft; step-by-step examples of actual game art; and detailed breakdowns of the training and portfolio samples you'll need to make these jobs your own.
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Become a Player in the Business of Video Game Art
Introduction |
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8 | (4) |
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How I Became a Video Game Artist |
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8 | (2) |
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How This Book Can Help You Land a Job |
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10 | (2) |
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Working in a Video Game Production Studio |
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12 | (3) |
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13 | (1) |
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14 | (1) |
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The Fundamentals: Drawing and Software Skills |
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15 | (15) |
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Drawing: The Artist's Alphabet |
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15 | (3) |
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18 | (2) |
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20 | (1) |
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21 | (3) |
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Digital Drawing and Color in 2D and 3D |
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24 | (6) |
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30 | (20) |
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31 | (3) |
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34 | (9) |
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Essential Training and Education |
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43 | (2) |
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Artist Profile: Meet Andrew Bosley |
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45 | (4) |
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49 | (1) |
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50 | (20) |
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51 | (2) |
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53 | (1) |
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54 | (2) |
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Three-Dimensional Modeling |
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56 | (5) |
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61 | (3) |
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Essential Training and Education |
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64 | (1) |
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Artist Profile: Meet Dennis Glowacki |
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65 | (4) |
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69 | (1) |
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70 | (22) |
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71 | (1) |
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Preparing to Model the Character |
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72 | (3) |
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Creating the Character Model |
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75 | (6) |
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81 | (1) |
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Essential Training and Education |
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82 | (1) |
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Artist Profile: Meet Joseph Drust |
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83 | (8) |
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91 | (1) |
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92 | (16) |
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93 | (2) |
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Principles of Animation: Achieving Realistic Natural Motion |
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95 | (5) |
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Cyclic Animation---Walks, Runs, Idles |
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100 | (2) |
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Understanding Key Poses and In-Betweens |
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102 | (1) |
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Essential Training and Education |
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103 | (1) |
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Artist Profile: Meet Sam R. Kennedy |
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104 | (3) |
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107 | (1) |
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User Interface (UI) Artist |
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108 | (12) |
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109 | (4) |
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113 | (2) |
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Essential Training and Education |
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115 | (1) |
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Artist Profile: Meet Ryan Bowlin |
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115 | (4) |
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119 | (1) |
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120 | (17) |
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121 | (2) |
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Turning the Vision into Visuals |
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123 | (5) |
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128 | (2) |
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Essential Training and Education |
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130 | (1) |
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Artist Profile: Meet Mike Sass |
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131 | (5) |
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136 | (1) |
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137 | (21) |
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138 | (1) |
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138 | (9) |
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Using ZBrush for Illustrations |
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147 | (3) |
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Using Photos and Web-Based Photo Databases |
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150 | (8) |
Conclusion |
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158 | (1) |
Index |
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159 | |
Sam R. Kennedy is a freelance illustrator, a graphic designer, and an art instructor, who has held positions at almost every level in the video game art world. A former marketing artist for Ubisoft, Kennedy has worked on a diverse array of games like Tom Clancy's Ghost Recon, Tom Clancy's Rainbow Six, Men of Valor, Teenage Mutant Ninja Turtles, and CyberTiger.